Esempio n. 1
0
int joy_get_button_state( int btn )	
{    
	if ((!joy_installed)||(!joy_present)) return 0;
	if ( btn >= MAX_BUTTONS ) return 0;

        joy_get_btns();

        return joystick.buttons[btn].state;
}
Esempio n. 2
0
void joy_get_btn_down_cnt( int *btn0, int *btn1 )
{
	if ((!joy_installed)||(!joy_present)) { *btn0=*btn1=0; return; }

        joy_get_btns();

	*btn0 = joystick.buttons[0].downcount;
	joystick.buttons[0].downcount = 0;
	*btn1 = joystick.buttons[1].downcount;
	joystick.buttons[1].downcount = 0;
}
Esempio n. 3
0
int joy_get_button_down_cnt( int btn ) 
{
	int count;

	if ((!joy_installed)||(!joy_present)) return 0;
	if ( btn >= MAX_BUTTONS ) return 0;

        joy_get_btns();

	count = joystick.buttons[btn].downcount;
	joystick.buttons[btn].downcount = 0;

	return count;
}
Esempio n. 4
0
fix joy_get_button_down_time( int btn ) 
{
        fix count;

        if ((!joy_installed)||(!joy_present)) return 0;
	if ( btn >= MAX_BUTTONS ) return 0;

        joy_get_btns();

        if (joystick.buttons[btn].state) {
                count = timer_get_fixed_seconds() - joystick.buttons[btn].timedown;
                joystick.buttons[btn].timedown = 0;
        } else count = 0;
        
        return count;
}
Esempio n. 5
0
int _do_slew_movement(object *obj, int check_keys, int check_joy )
{
	int moved = 0;
	vms_vector svel, movement;				//scaled velocity (per this frame)
	vms_matrix rotmat,new_pm;
	int joy_x,joy_y,btns;
	int joyx_moved,joyy_moved;
	vms_angvec rotang;

	if (keyd_pressed[KEY_PAD5])
		vm_vec_zero(&obj->phys_info.velocity);

	if (check_keys) {
		obj->phys_info.velocity.x += VEL_SPEED * (key_down_time(KEY_PAD9) - key_down_time(KEY_PAD7));
		obj->phys_info.velocity.y += VEL_SPEED * (key_down_time(KEY_PADMINUS) - key_down_time(KEY_PADPLUS));
		obj->phys_info.velocity.z += VEL_SPEED * (key_down_time(KEY_PAD8) - key_down_time(KEY_PAD2));

		rotang.pitch =  (key_down_time(KEY_LBRACKET) - key_down_time(KEY_RBRACKET))/ROT_SPEED;
		rotang.bank  = (key_down_time(KEY_PAD1) - key_down_time(KEY_PAD3))/ROT_SPEED;
		rotang.head  = (key_down_time(KEY_PAD6) - key_down_time(KEY_PAD4))/ROT_SPEED;
	}
	else
		rotang.pitch = rotang.bank  = rotang.head  = 0;

	//check for joystick movement

	if (check_joy && joy_present)	{
		joy_get_pos(&joy_x,&joy_y);
		btns=joy_get_btns();
	
		joyx_moved = (abs(joy_x - old_joy_x)>JOY_NULL);
		joyy_moved = (abs(joy_y - old_joy_y)>JOY_NULL);
	
		if (abs(joy_x) < JOY_NULL) joy_x = 0;
		if (abs(joy_y) < JOY_NULL) joy_y = 0;
	
		if (btns)
			if (!rotang.pitch) rotang.pitch = fixmul(-joy_y * 512,FrameTime); else;
		else
			if (joyy_moved) obj->phys_info.velocity.z = -joy_y * 8192;
	
		if (!rotang.head) rotang.head = fixmul(joy_x * 512,FrameTime);
	
		if (joyx_moved) old_joy_x = joy_x;
		if (joyy_moved) old_joy_y = joy_y;
	}

	moved = rotang.pitch | rotang.bank | rotang.head;

	vm_angles_2_matrix(&rotmat,&rotang);
	vm_matrix_x_matrix(&new_pm,&obj->orient,&rotmat);
	obj->orient = new_pm;
	vm_transpose_matrix(&new_pm);		//make those columns rows

	moved |= obj->phys_info.velocity.x | obj->phys_info.velocity.y | obj->phys_info.velocity.z;

	svel = obj->phys_info.velocity;
	vm_vec_scale(&svel,FrameTime);		//movement in this frame
	vm_vec_rotate(&movement,&svel,&new_pm);

	vm_vec_add2(&obj->pos,&movement);

	moved |= (movement.x || movement.y || movement.z);

	return moved;
}
Esempio n. 6
0
File: testj.c Progetto: btb/d2x
void main (void)
{
	unsigned int t1, t2;
	int i, start, stop, frames;
	short bd1, bd2, bu1, bu2, b, x, y, bt1, bt2;

	key_init();

	if (!joy_init())   {
		printf( "No joystick detected.\n" );
		key_close();
		exit(1);
	}

	timer_init( 0, NULL );

	printf( "Displaying joystick button transitions and time...any key leaves.\n" );

	i = 0;
	while( !key_inkey() )
	{
		i++;
		if (i>500000)    {
			i = 0;
			joy_get_btn_down_cnt( &bd1, &bd2 );
			joy_get_btn_up_cnt( &bu1, &bu2 );
			joy_get_btn_time( &bt1, &bt2 );
			printf( "%d  %d   %d   %d      T1:%d   T2:%d\n",bd1, bu1, bd2, bu2, bt1, bt2 );
		}
	}

	printf( "\nPress c to do a deluxe-full-fledged calibration.\n" );
	printf( "or any other key to just use the cheap method.\n" );

	if (key_getch() == 'c')    {
		printf( "Move stick to center and press any key.\n" );
		wait();
		joy_set_cen();

		printf( "Move stick to Upper Left corner and press any key.\n" );
		wait();
		joy_set_ul();

		printf( "Move stick to Lower Right corner and press any key.\n" );
		wait();
		joy_set_lr();
	}


	while( !keyd_pressed[KEY_ESC])
	{
		frames++;

		joy_get_pos( &x, &y );
		b = joy_get_btns();

		printf( "%d, %d   (%d %d)\n", x, y, b & 1, b & 2);

	}


	printf( "Testing joystick reading speed...\n" );
	t1 = timer_get_microseconds();
	joy_get_pos( &x, &y );
	t2 = timer_get_microseconds();

	printf( "~ %u æsec per reading using Timer Timing\n", t2 - t1 );

	joy_close();
	key_close();
	timer_close();

	frames = 1000;
	start = TICKER;
	for (i=0; i<frames; i++ )
		joy_get_pos( &x, &y );

	stop = TICKER;

	printf( "~ %d æsec per reading using BIOS ticker as a stopwatch.\n", USECS_PER_READING( start, stop, frames ) );


}
Esempio n. 7
0
void do_object_physics( object * obj )
{
	vms_angvec rotang;
	vms_vector frame_vec;	//movement in this frame
	vms_vector new_pos,ipos;		//position after this frame
	int iseg;
	int hit;
	vms_matrix rotmat,new_pm;
	int count=0;
	short joy_x,joy_y,btns;
	int joyx_moved,joyy_moved;
	fix speed;
	vms_vector *desired_upvec;
	fixang delta_ang,roll_ang;
	vms_vector forvec = {0,0,f1_0};
	vms_matrix temp_matrix;

	//check keys

	rotang.pitch = ROT_SPEED * (key_down_time(KEY_UP) - key_down_time(KEY_DOWN));
	rotang.head  = ROT_SPEED * (key_down_time(KEY_RIGHT) - key_down_time(KEY_LEFT));
	rotang.bank = 0;

	//check for joystick movement

	joy_get_pos(&joy_x,&joy_y);
	btns=joy_get_btns();

	joyx_moved = (abs(joy_x - _old_joy_x)>JOY_NULL);
	joyy_moved = (abs(joy_y - _old_joy_y)>JOY_NULL);

	if (abs(joy_x) < JOY_NULL) joy_x = 0;
	if (abs(joy_y) < JOY_NULL) joy_y = 0;

	if (!rotang.pitch) rotang.pitch = fixmul(-joy_y * 128,FrameTime);
	if (!rotang.head) rotang.head = fixmul(joy_x * 128,FrameTime);
	
	if (joyx_moved) _old_joy_x = joy_x;
	if (joyy_moved) _old_joy_y = joy_y;

	speed = ((btns&2) || keyd_pressed[KEY_A])?SLOW_SPEED*3:(keyd_pressed[KEY_Z]?SLOW_SPEED/2:SLOW_SPEED);

	//now build matrices, do rotations, etc., etc.

	vm_angles_2_matrix(&rotmat,&rotang);
	vm_matrix_x_matrix(&new_pm,&obj->orient,&rotmat);
	obj->orient = new_pm;

	//move player

	vm_vec_copy_scale(&obj->velocity,&obj->orient.fvec,speed);
	vm_vec_copy_scale(&frame_vec,&obj->velocity,FrameTime);

	do {
		fix wall_part;
		vms_vector tvec;

		count++;

		vm_vec_add(&new_pos,&obj->pos,&frame_vec);

		hit = find_vector_intersection(&ipos,&iseg,&obj->pos,obj->seg_id,&new_pos,obj->size,-1);

		obj->seg_id = iseg;
		obj->pos = ipos;

		//-FIXJOHN-if (hit==HIT_OBJECT) ExplodeObject(hit_objnum);

		if (hit==HIT_WALL) {
			vm_vec_sub(&frame_vec,&new_pos,&obj->pos);	//part through wall
			wall_part = vm_vec_dot(wall_norm,&frame_vec);
			vm_vec_copy_scale(&tvec,wall_norm,wall_part);
			if ((wall_part == 0) || (vm_vec_mag(&tvec) < 5)) Int3();
			vm_vec_sub2(&frame_vec,&tvec);
		}

	} while (hit == HIT_WALL);

	Assert(check_point_in_seg(&obj->pos,obj->seg_id,0).centermask==0);

	//now bank player according to segment orientation

	desired_upvec = &Segments[obj->seg_id].sides[3].faces[0].normal;

	if (labs(vm_vec_dot(desired_upvec,&obj->orient.fvec)) < f1_0/2) {

		vm_vector_2_matrix(&temp_matrix,&obj->orient.fvec,desired_upvec,NULL);

		delta_ang = vm_vec_delta_ang(&obj->orient.uvec,&temp_matrix.uvec,&obj->orient.fvec);

		if (rotang.head) delta_ang += (rotang.head<0)?TURNROLL_ANG:-TURNROLL_ANG;

		if (abs(delta_ang) > DAMP_ANG) {

			roll_ang = fixmul(FrameTime,ROLL_RATE);

			if (abs(delta_ang) < roll_ang) roll_ang = delta_ang;
			else if (delta_ang<0) roll_ang = -roll_ang;

			vm_vec_ang_2_matrix(&rotmat,&forvec,roll_ang);

			vm_matrix_x_matrix(&new_pm,&obj->orient,&rotmat);
			obj->orient = new_pm;
		}
	}

}
Esempio n. 8
0
int do_slew_movement(object *obj, int check_keys, int check_joy )
{
	int moved = 0;
	vms_vector svel, movement;				//scaled velocity (per this frame)
	vms_matrix rotmat,new_pm;
	int joy_x,joy_y,btns;
	int joyx_moved,joyy_moved;
	vms_angvec rotang;

	if (!slew_obj || slew_obj->control_type!=CT_SLEW) return 0;

	if (check_keys) {
		if (Function_mode == FMODE_EDITOR) {
			obj->mtype.phys_info.velocity.x += VEL_SPEED * (key_down_time(KEY_PAD9) - key_down_time(KEY_PAD7));
			obj->mtype.phys_info.velocity.y += VEL_SPEED * (key_down_time(KEY_PADMINUS) - key_down_time(KEY_PADPLUS));
			obj->mtype.phys_info.velocity.z += VEL_SPEED * (key_down_time(KEY_PAD8) - key_down_time(KEY_PAD2));

			rotang.p = (key_down_time(KEY_LBRACKET) - key_down_time(KEY_RBRACKET))/ROT_SPEED ;
			rotang.b  = (key_down_time(KEY_PAD1) - key_down_time(KEY_PAD3))/ROT_SPEED;
			rotang.h  = (key_down_time(KEY_PAD6) - key_down_time(KEY_PAD4))/ROT_SPEED;
		}
		else {
			obj->mtype.phys_info.velocity.x += VEL_SPEED * Controls.sideways_thrust_time;
			obj->mtype.phys_info.velocity.y += VEL_SPEED * Controls.vertical_thrust_time;
			obj->mtype.phys_info.velocity.z += VEL_SPEED * Controls.forward_thrust_time;

			rotang.p = Controls.pitch_time/ROT_SPEED ;
			rotang.b  = Controls.bank_time/ROT_SPEED;
			rotang.h  = Controls.heading_time/ROT_SPEED;
		}
	}
	else
		rotang.p = rotang.b  = rotang.h  = 0;

	//check for joystick movement

	if (check_joy && joy_present && (Function_mode == FMODE_EDITOR) )	{
		joy_get_pos(&joy_x,&joy_y);
		btns=joy_get_btns();
	
		joyx_moved = (abs(joy_x - old_joy_x)>JOY_NULL);
		joyy_moved = (abs(joy_y - old_joy_y)>JOY_NULL);
	
		if (abs(joy_x) < JOY_NULL) joy_x = 0;
		if (abs(joy_y) < JOY_NULL) joy_y = 0;
	
		if (btns)
			if (!rotang.p) rotang.p = fixmul(-joy_y * 512,FrameTime); else;
		else
			if (joyy_moved) obj->mtype.phys_info.velocity.z = -joy_y * 8192;
	
		if (!rotang.h) rotang.h = fixmul(joy_x * 512,FrameTime);
	
		if (joyx_moved) old_joy_x = joy_x;
		if (joyy_moved) old_joy_y = joy_y;
	}

	moved = rotang.p | rotang.b | rotang.h;

	vm_angles_2_matrix(&rotmat,&rotang);
	vm_matrix_x_matrix(&new_pm,&obj->orient,&rotmat);
	obj->orient = new_pm;
	vm_transpose_matrix(&new_pm);		//make those columns rows

	moved |= obj->mtype.phys_info.velocity.x | obj->mtype.phys_info.velocity.y | obj->mtype.phys_info.velocity.z;

	svel = obj->mtype.phys_info.velocity;
	vm_vec_scale(&svel,FrameTime);		//movement in this frame
	vm_vec_rotate(&movement,&svel,&new_pm);

//	obj->last_pos = obj->pos;
	vm_vec_add2(&obj->pos,&movement);

	moved |= (movement.x || movement.y || movement.z);

	if (moved) 
		update_object_seg(obj);	//update segment id

	return moved;
}